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Production Reflection
Gemma Nicholls
Process
1)- character creation/ character movement creation:
• This first part of production I focused on was creating the
main character of my game. To do this I opened a new
Photoshop document using pixel measurements 480w by
320h. After opened i used the paint tool to sketch a ruff
model that I had worked on in a sketch book, built it up
with layers then added colours. I used a graphics table to
create and detail my main sprite. I kept the colour pallet
neutral and cold colours, as to not use the stereotypical
gender colours to make my game character appear to be
either male or female. This allows me to keep my target
audience open to both genders.
• After creating my first sprite I got a reference images of
Google of fighting stances and used those as a template
in another document using the same pixel
measurements, so I could create my characters fighting
movements.
• Using a graphics tablet and the brush tool, testing that
they worked together to create a smooth motion.
• I am very pleased with the progress of the character
sprites and the main characters style.
Process
• After testing that the fighting movements where smooth
for my fighting character, still on Photoshop and using a
graphics tablet ; I started adding colour using the brush
tool and the same colour pallet from the original. I used
my main character sprite to keep the colours for each
character consistent.
• I started with a ruff colour outline to going in to more
detail (like adding the belt and the eyes) using different
sizes of the brush tool, occasionally switching to the
pencil. The cape needed to extra adjustments and I
coloured and erased it multiple times on each character
so it would fit the movement and I was happy.
• To make sure the animation flowed really well I changed
the background colour to a dark grey and erased all of
excess white that stuck on the sprite that was not
needed
• I am really pleased by the outcome of my fighting sprites.
My favorite part is the motion blur on the swords as I
used multiple colours and tools (smudge, pain , blur) to
get it to look like the sword passed through the space.
Process
• Moving on, after I created my fighting sprites I used them to
help me create sprites with walking movements. I did this by
transferring a few of the fighting characters to another
Photoshop document using pixel measurements 480w by
320h. I also looked on Goggle for more reference images.
• I started with a ruff draft of the movements, sketching with
the brush tool on the graphics tablet. I wanted and then
added the same size black circles to each where their head
would be; trying to keep their head the same size as the
fighting sprites. I did this to keep all of their heads the same
size and used the pencil tool on size 14. Making it easier to
know where the cape would be placed.
• Then I added patchy colours and the capes to all of them
while I kept checking if the animation ran smoothly. This
ensured everything ran well.
• After I added full colour and detail and adjusted some parts
of the character like the legs. I did this until I was happy and
then went to get on with another part of my animation.
• I am happy with the walking animation although I wish I
could spend some more time with a couple of the legs of the
characters as they don’t look quite right to me.
Process
• Using both the fighting and walking sprites, along
with some references from Google I created a
jumping sprite on anew Photoshop using pixel
measurements 480w by 320h.
• Like the other sprites I started with a ruff sketch
of what I wanted the characters movements to
look like. I completed this like the others using
the brush tool, eraser and a graphics tablet. I
used the same technique I used on the walking
sprite by adding a black circle for a head to all of
the sprites size 14.
• Then I added patchy colour and checked the
characters movements adding the cape during
the process.
• After with the brush tool I added the extra detail
to make the jumping character look like all the
others. Watching the characters animated
together to make sure it ran well.
• I love how all the animations can fit together as
they have the same start animation. I am also
very happy that the jump animation can be used
to jump up and down and how the character
sprites look consistent.
Process
2)-Background creation:
• When creating the background I started by opening a new
Photoshop document using pixel measurements 480w by 320h like
the character sprites.
• I wanted a background created around a certain colour and if I had
more time I would create another level created around another
colour just like how I wanted my game to play like in my proposal. So
I created it around the colour red to appose the cool tones of the
main character. The colour red can also show that the characters
deep in caves and mines by the show of lava.
• So I started mapping out how I wanted the level to look with the use
of the graphics tablet and brush tool. I then selected a new layer and
used a different colour to pick what I wanted from my ruff designs .
• After I picked what I wanted to keep I chose some colours from the
deep red section for the floor and to make it not look plain I chose to
colours and also using a new layer and different brush tool head
scattered some brush strokes to look like rocks.
• When I had the floor and base of the platforms I started on the outer
background. Using the original brush head setting on the graphics
tablet I went out to in to the centre using darker to lighter colours. I
then added the small/ big square and triangular peaks to create the
appearance that the centre was far away adding layer and depth.
• After the I finished the outer background I started to add detail to
the inner background (e.g. the rubies stuck in the platform/ the lava
and bubbles).Once complete I added my sprites and adjusted all
their sizes and I created some extra pieces like a mouse , option
screen and a continue screen using the rectangle/circle shape tool
and the text tool.
Process
3)-Monster creation:
• After character creation I went on to creating the games
monsters. I chose to create a slime.
• To create the slime I opened a new Photoshop document
using the same pixel measurements 480w by 320h as the
character sprites and background. Instead of using the
graphics tablet I used the computer mouse on the pencil tool
in pink to get a solid shape for the character. Using some
reference images of Google so I could get the bounce right.
• After drawing and erasing the monster sprite and checking
the animation I was okay with the physical body and then
using the graphics tablet and brush tool to add some detail
using a darker pink and some black for the eyes.
• I then added the monster sprite to the background I had
created and messed with its size to be larger than the main
character. I then went back again to original monster
document and duplicated all the layers of the slime monster
and hid the eyes of second version and then added it to the
background document again. For the second version(eyeless) I
decreased its size to be smaller that the main character and
original monster.
Process
4/5)-sound / animation
• To create the music and sound effects I used beepbox I played
around with the volume ,key, type, wave and transition to
create the background music and a few sound effects; sprite
injury , slimes jumps, main character jumps and the collection
of the crystal. However I was unable to create some sound
effects and used freesound e.g. the vigorous bubbling, the
when the slime falls into the lava and the mouse click.
• In the future I would spend a bit more time on collecting
sound effects so I don’t use free sound at all.
• When animating I used Photoshop timeline animation and
every new slide I would hide and show different moving
components and move others into place. To keep track of
what I needed to animate I always checked the prior slide
before I moved on to see if what needed to change had
moved.
• I then took the finished animation and the sound effects into
premier pro and added /cut the sound effects to match the
animation. I also played with the volume so some sound
effects sound further away than others.
• I am happy and satisfied with the finished animation although
it runs a bit slow the movements of the sprites and
background animations are in the correct placement and the
sound matches the movements.

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6. production reflection video game

  • 2. Process 1)- character creation/ character movement creation: • This first part of production I focused on was creating the main character of my game. To do this I opened a new Photoshop document using pixel measurements 480w by 320h. After opened i used the paint tool to sketch a ruff model that I had worked on in a sketch book, built it up with layers then added colours. I used a graphics table to create and detail my main sprite. I kept the colour pallet neutral and cold colours, as to not use the stereotypical gender colours to make my game character appear to be either male or female. This allows me to keep my target audience open to both genders. • After creating my first sprite I got a reference images of Google of fighting stances and used those as a template in another document using the same pixel measurements, so I could create my characters fighting movements. • Using a graphics tablet and the brush tool, testing that they worked together to create a smooth motion. • I am very pleased with the progress of the character sprites and the main characters style.
  • 3. Process • After testing that the fighting movements where smooth for my fighting character, still on Photoshop and using a graphics tablet ; I started adding colour using the brush tool and the same colour pallet from the original. I used my main character sprite to keep the colours for each character consistent. • I started with a ruff colour outline to going in to more detail (like adding the belt and the eyes) using different sizes of the brush tool, occasionally switching to the pencil. The cape needed to extra adjustments and I coloured and erased it multiple times on each character so it would fit the movement and I was happy. • To make sure the animation flowed really well I changed the background colour to a dark grey and erased all of excess white that stuck on the sprite that was not needed • I am really pleased by the outcome of my fighting sprites. My favorite part is the motion blur on the swords as I used multiple colours and tools (smudge, pain , blur) to get it to look like the sword passed through the space.
  • 4. Process • Moving on, after I created my fighting sprites I used them to help me create sprites with walking movements. I did this by transferring a few of the fighting characters to another Photoshop document using pixel measurements 480w by 320h. I also looked on Goggle for more reference images. • I started with a ruff draft of the movements, sketching with the brush tool on the graphics tablet. I wanted and then added the same size black circles to each where their head would be; trying to keep their head the same size as the fighting sprites. I did this to keep all of their heads the same size and used the pencil tool on size 14. Making it easier to know where the cape would be placed. • Then I added patchy colours and the capes to all of them while I kept checking if the animation ran smoothly. This ensured everything ran well. • After I added full colour and detail and adjusted some parts of the character like the legs. I did this until I was happy and then went to get on with another part of my animation. • I am happy with the walking animation although I wish I could spend some more time with a couple of the legs of the characters as they don’t look quite right to me.
  • 5. Process • Using both the fighting and walking sprites, along with some references from Google I created a jumping sprite on anew Photoshop using pixel measurements 480w by 320h. • Like the other sprites I started with a ruff sketch of what I wanted the characters movements to look like. I completed this like the others using the brush tool, eraser and a graphics tablet. I used the same technique I used on the walking sprite by adding a black circle for a head to all of the sprites size 14. • Then I added patchy colour and checked the characters movements adding the cape during the process. • After with the brush tool I added the extra detail to make the jumping character look like all the others. Watching the characters animated together to make sure it ran well. • I love how all the animations can fit together as they have the same start animation. I am also very happy that the jump animation can be used to jump up and down and how the character sprites look consistent.
  • 6. Process 2)-Background creation: • When creating the background I started by opening a new Photoshop document using pixel measurements 480w by 320h like the character sprites. • I wanted a background created around a certain colour and if I had more time I would create another level created around another colour just like how I wanted my game to play like in my proposal. So I created it around the colour red to appose the cool tones of the main character. The colour red can also show that the characters deep in caves and mines by the show of lava. • So I started mapping out how I wanted the level to look with the use of the graphics tablet and brush tool. I then selected a new layer and used a different colour to pick what I wanted from my ruff designs . • After I picked what I wanted to keep I chose some colours from the deep red section for the floor and to make it not look plain I chose to colours and also using a new layer and different brush tool head scattered some brush strokes to look like rocks. • When I had the floor and base of the platforms I started on the outer background. Using the original brush head setting on the graphics tablet I went out to in to the centre using darker to lighter colours. I then added the small/ big square and triangular peaks to create the appearance that the centre was far away adding layer and depth. • After the I finished the outer background I started to add detail to the inner background (e.g. the rubies stuck in the platform/ the lava and bubbles).Once complete I added my sprites and adjusted all their sizes and I created some extra pieces like a mouse , option screen and a continue screen using the rectangle/circle shape tool and the text tool.
  • 7. Process 3)-Monster creation: • After character creation I went on to creating the games monsters. I chose to create a slime. • To create the slime I opened a new Photoshop document using the same pixel measurements 480w by 320h as the character sprites and background. Instead of using the graphics tablet I used the computer mouse on the pencil tool in pink to get a solid shape for the character. Using some reference images of Google so I could get the bounce right. • After drawing and erasing the monster sprite and checking the animation I was okay with the physical body and then using the graphics tablet and brush tool to add some detail using a darker pink and some black for the eyes. • I then added the monster sprite to the background I had created and messed with its size to be larger than the main character. I then went back again to original monster document and duplicated all the layers of the slime monster and hid the eyes of second version and then added it to the background document again. For the second version(eyeless) I decreased its size to be smaller that the main character and original monster.
  • 8. Process 4/5)-sound / animation • To create the music and sound effects I used beepbox I played around with the volume ,key, type, wave and transition to create the background music and a few sound effects; sprite injury , slimes jumps, main character jumps and the collection of the crystal. However I was unable to create some sound effects and used freesound e.g. the vigorous bubbling, the when the slime falls into the lava and the mouse click. • In the future I would spend a bit more time on collecting sound effects so I don’t use free sound at all. • When animating I used Photoshop timeline animation and every new slide I would hide and show different moving components and move others into place. To keep track of what I needed to animate I always checked the prior slide before I moved on to see if what needed to change had moved. • I then took the finished animation and the sound effects into premier pro and added /cut the sound effects to match the animation. I also played with the volume so some sound effects sound further away than others. • I am happy and satisfied with the finished animation although it runs a bit slow the movements of the sprites and background animations are in the correct placement and the sound matches the movements.

Editor's Notes

  1. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  2. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  3. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  4. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  5. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  6. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  7. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.